Ward-hammer - Fixing a few Leaks
Version 6.03

Being a look into the dark and warped mind of Ian Ward, probing the secrets of creation and the holes in Warhammer FRP.  There are also Ward-hammer Supplementals available, covering some of the topics discussed in this document in additonal depth.

By Ian Ward
Last edited 7th July 2003

Version History:
5.30 : 19th December 2001 : Base version for history listing
6.0 : 30th November 2002 : Revised skill and task resolution
6.01 : 9th May 2003 : Minor text changes and corrections.
6.02 : 24th May 2003 : Minor text changes and corrections.
6.03 : 7th July 2003 : Minor text changes and corrections.

This document is valid alongside the following Ward-hammer document versions:
Ward-hammer : version 6.02
Skills, Careers and Task Resolution : version 0.85+
Magic : version 0.46+
Traits : version 0.65+
Divine Magic : version 0.10+

Introduction

 Warhammer FRP (henceforth abbreviated to WFRP) is, in my opinion, one of the best fantasy RPG currently available.  For the most part, I like the system better than any fantasy system I've read in any detail (RuneQuest, Rolemaster, Dragon Warriors, ...) but prefer other systems for non-fantasy (GURPS and Conspiracy X are two favourites).  WFRP does, however, have a few leaks and needs a good plumber to fix them.  This document serves to  (attempt to) fix the leaks, so to speak.

 Note:  This document uses the symbol '&' to refer to sources cited at the end.  Immediately after the symbol will be 3 letters, referring you to the appropriate source.  Eg.  Gnome related material in this document refers you to source '&Gno' (an article on Gnome PCs in Apocrypha Now!), '&GnC' (an unofficial article on Gnomish culture) and '&Ran' / '&Gan' (Randandill and Gandargil, two Gnomic gods connected to &GnC).

Contents

Introduction	1
Contents	1
1  Changes To Basic Stats	4
1.1  Movement, Strength and Toughness Changes	4
1.2  New Stats	4
1.3  Removed Stats	5
1.4  Size	5
1.5  Converting Characters	5
1.7  Custom Character Sheet	5
2  Initial Characters (&Skl)	6
2.1  xx% chance of...	6
2.2  Initial Traits and Skills	6
2.3  Points Based Character Creation	7
2.4  Free Experience Points	7
3  Character Races	8
3.1  Original Races	8
3.2  New PC Races	8
3.2.1  Elven Races (&Elv)	9
3.2.2  Non-Elven Races	11
4  New Skills	12
4.1  Sense Magical Alarm (&Err)	12
5  Advancement (&Skl)	12
5.1  Innate Skills	12
5.2  Stat Advances	13
5.3  Skill Costs	13
5.4  Ward-hammer Skills	13
5.4  Changing Careers	14
6  General Rule Fixes	14
6.1  Percentile Tests	14
6.1.1  Spectacular and Marginal Successes and Failures	14
6.1.2  Double Rolls	15
6.2  Resisted Rolls	16
6.2.1  Method 1 - The "Dual Percentile" Method	16
6.2.2  Method 2 - The "Quick Combined" Method	16
6.4  Risk Tests	17
6.5  Terror Tests	17
6.6  Unskilled Actions	17
6.7  Jumping, Falling and Leaping	17
6.7.1  Jumping and Falling	17
6.7.2  Jumping Upwards	18
6.7.3  Leaping	18
6.8  Fatigue Points	19
7  Damage	19
7.1  Distributed Wounds	19
7.2  Critical Hits	20
7.2.1  Critical Hit Generation	20
7.2.2  Critical Hit Tables	20
7.2.3  Tableless Critical Hit System	20
7.3  Hit Location Table	21
7.4  Scale	22
7.5  Toughness	22
8  Equipment and Things	23
8.1  Armour (&MAr)	23
8.1.1  Non-Natural Armour	23
8.1.2  Natural Armour	24
8.1.3  Armour Damage	24
8.2  Weapons	25
8.2.1  New/Modified Melee Weapon Stats	25
8.2.3  New/Modified Missile Weapon Stats	25
9  Melee and Missile Combat (&Cbt)	26
9.1  Combat Strength	26
9.2  Increased Combat Lethality	26
9.3  Attacking, Parrying, Dodging and Combat Sequence	26
9.3.1  Multiple Attacks	27
9.3.2  Parrying	27
9.3.3  Dodging	27
9.4  Shields	28
9.5  Unarmed Combat	28
9.5.1  Street Fighting	28
9.5.2  Wrestling	29
9.5.3  Martial Arts	29
9.6  Garrotting	29
9.7  Dual Weapon Combat	29
9.8  Follow Up	29
9.9  Take-up Actions	30
9.10  Surprise	30
9.11  Missile Weapons	30
9.11.1  Point-blank Range	30
9.11.2  Additional Damage	30
10  Magic (&RSU) (&RDM)	30
11  Bestiary	31
11.1  Centaurs (&Cnt)	31
11.2  Dwarves (&Psy) (&DwC)	31
11.3  Elves - Dark (&Elv) (&DkE)	31
11.4  Elves - High (&Elv)	31
11.5  Elves - Sea (&Elv) (&SeE)	31
11.6  Elves - Half (&Elv) (&HfE)	32
11.7  Elves - Wood (&Elv)	32
11.8  Gnomes (&Gno) (&GnC)	32
11.9  Halflings (&Psy) (&HlC)	32
11.10  Hawks (&BFr)	32
11.11  Humans	33
12  Other Sources	33

1  Changes To Basic Stats

1.1  Movement, Strength and Toughness Changes

Movement (M), Strength (S) and Toughness (T) become percentile based.
Values for M, S and T in the bestiary and published NPCs become multiplied by 10 and with either 5 or (for a random element) 2D4 added.
Initial stat rolls for M, S and T change from the form D3+n to 2D10+(10n+14).
To convert back to 0-10 scale for any reason, use INT(M / 10), INT(S / 10) and INT(T / 10) (ie. divide by 10, then take the integer part, eg. 34 / 10 => 3.4 => 3).

This makes the rolls for M, S and T :
		 Human 	 Wood Elf 	 Dwarf 	 Halfling 
	 M 	2D10+34	2D10+34	2D10+30	2D10+30
	 S 	2D10+24	2D10+24	2D10+24	2D10+14
	 T 	2D10+24	2D10+24	2D10+34	2D10+14

It also means that +n advances for M, S and T in careers change to +(10n), or rather they would if I still used career advance schemes...  Bonuses and penalties to M, S and T in skills (eg. Strongman) become worth 10 times as much.

If you're wondering why this change is being made, it's because:
	(a)  It makes S and T based on 2D10, and thus a 'normal' curve, for humans a S score in the 30‑39 range (for a combat S of 3) becomes much more likely than values of 24‑29 (combat S of 2) or 40‑44 (combat S of 4)
	(b)  It allows an extra degree of accuracy in the M, S and T scales, for better comparisons of the S or T of individuals with what would have been the same S or T score (a character with a S of 38 is marginally stronger than someone with a S of 34) and helps to standardise the WFRP stats as percentile.

1.2  New Stats

A new attribute called Agility (abbreviation Ag) is introduced.  Where Dex represents close hand-to-eye co-ordination, manual skill, close attention to craft detail, etc., Ag is intended to reflect overall whole body co-ordination, balance and physical flexibility.  It is intended to be used by those such as acrobats, contortionists, tight rope walkers, etc.  It's most useful for entertainer and thief types, but is of use generally whereever balance and whole body co-ordination are paramount (such as with certain martial arts, for example).

For others, where the value of the stat must be deduced (published NPCs, Bestiary entries, etc.), the GM may wish to use the value of I, Dex, or perhaps a combination of the two ((I + Dex) / 2), or perhaps simply decide a value unbased on anything other than their understanding of the nature of the creature and it's physical attributes. 

In use, the Acrobatics skill is now tested on the Ag stat (previously there was no stat obviously reflecting what Acrobatics did, Ag effectively is that stat).  It also replaces I in the Contortionist skill.  The Entertainer career gains an Ag+10 advance, as does the Bodyguard, Rat Catcher, Tunnel Runner and Watchman.  Spies, Assassins and Wardancers gain an Ag+20 advance.

Another new stat is Perception (abbreviated to Per).  This is exactly what it says, how perceptive a character is, taking over that function from the overused Initiative stat.  Observe tests, Listen tests and other similar tests are now on this stat, not Initiative.  It represents not only how a characters physical senses but how well the character is able to use them, combine them and understand what they're telling him.  For creatures in published adventures, the Bestiary, etc. you may either assign a suitable Perception score yourself or take it to be the average of Initiative and Intelligence.  In most cases doing so will be satisfactory.

Agility and Perception are percentile stats.  For PCs, their roll-up values are:
		 Human 	 Wood Elf 	 Dwarf 	 Halfling 
	 Ag 	2D10+20	2D10+30	2D10+10	2D10+30
	 Per 	2D10+20	2D10+30	2D10+20	2D10+30

1.3  Removed Stats

As will be later explained, the M stat is being removed.  It is replaced by new stat Speed, as will be explained in a later section.

1.4  Size

All characters and creatures have a Size (or Sz) value, usually based on their height or other longest dimension (such as length in many non-humanoid animals).

 Size = INT ( (ln d ) / (ln 2 ) ) - 2

Where d is the largest dimension of the creature - height, length, etc. - measured in feet.

This makes the Size of an average 6 foot tall Human 0 (zero).  2.5849... rounded to the lowest nearest whole number and with two subtracted from it.

Basically, Size is zero for Humans and similar sized creatures (like Elves), and each increase or decrease in Size equates approximately to a doubling or halving of the largest dimension of the creature.  For example, a 10 foot tall Ogre is Size 1, being approximately twice the size of a Human.  A Snotling is Size -1.

1.5  Converting Characters

Converting characters from published rules and scenarios from the old stat line to the new stat format can be done as follows:-

*	Ag = ( I + Dex ) /2
*	Per = ( I + Int ) /2
*	Percentile S = ( Original S * 10 ) + 2D4
*	Percentile T = ( Original T * 10 ) + 2D4
*	Size = as formula in section above
*	New M = ( Original M * 10 ) + 2D4
All other stats (WS, BS, Dex, I, Ld, Int, Cl, WP, W, A) are as the published value.

1.7  Custom Character Sheet

A variant of the WFRP character sheet printed in Apocrypha Two is available that features space to record these new stats and these Special Stats.

The general ordering of stats on the lines is also slightly modified so as to provide more of a physical - mental stat split, the new order being :

  M  WS  BS  S  T  A  W  Ag  Dex  
 <Physical Stats> 	  Per  I  Ld  Int  Cl  WP  Fel  
 <Mental Stats> 	

Arguably, Dex could also be argued to be a mental stat, representing close coordination ability as it does, and likewise Per could be argued to be partially a physical stat.

For a copy of this variant Character Sheet, please contact the author of this document at wfrp@goblin-online.net.

2  Initial Characters (&Skl)

2.1  xx% chance of...

Some skills are marked "xx% chance of..." in the basic careers.  For these, the percentage chance applies only for testing whether the character gains that skill automatically in the initial career.  It can be safely ignored in later careers and the skill is bought as normal.  Note that if in the initial career the roll is not passed, the skill can still be bought as normal at the usual EP cost.

2.2  Initial Traits and Skills

In my game, I use a modified skill system where each skill has its own associated proficiency level.

I also have entities called Traits, which are fixed aspects of a characters personality, generally chosen at character creation time but sometimes forced on a character later by the GM (eg. insanities), and either beneficial or detrimental to a character in real game terms.

The free skills given to characters in "traditional WFRP" based on the character race and as rolled randomly on the skills tables according to the characters age that are in fact now Traits in my game are specified below for new character races.  For the standard races in the rulebook, the main Traits awarded in this way are Night Vision (now a Trait, rather than a skill, in my game, whose trait level when awarded free to characters due to race is equal to the distance of the Night Vision in yards) and Excellent Vision (to Wood Elves -  also a Trait rather than a skill, at trait level 20).

Other Traits may be bought at character creation time, up to 50 Trait Points worth, subject to GM approval of the Traits chosen.

The free skills given to characters in "traditional WFRP" based on the character race and as rolled randomly on the skills tables according to the characters age (and which remain skills in my game) are given at a zero level, regardless of skill difficulty.  Same goes for all free skill given to characters as part of the initial Basic Career in character creation.

See Ward-hammer Supplemental - Skills and Ward-hammer Supplemental - Traits for more information on my modified skill system and the new Traits system (including the Trait Points mentioned above).  These are documents associated with the one you are presently reading, which discuss these specific areas of my modified game to a degree of detail that this document you are reading neither does not attempt to emulate.  (Where details in these Supplemental documents conflict with information in this document, the Supplemental document takes precedence).

2.3  Points Based Character Creation

Here is a model for points based allocation of character attributes that you may want to consider.

Characters begin with average stats for the dice rolls for their race (rounding down if in doubt with fractions).

Players are alloted a number of Character Points (CPs).
Players have 30 CPs to spend.

Players can:
 * Modify the A stat at a rate of 1 stat unit per 20 CPs.
 * Modify traditional M at a rate of 1 stat unit per 15 CPs.
 * Modify traditional S and T (or other stats on a 1-10 scale) at a rate of 1 stat unit per 10 CPs.
 * Modify the W stat at a rate of 1 stat unit per 5 CPs.
 * Modify new M at a rate of 1 stat unit per 2 CPs.
 * Modify percentile stats at a rate of 1% per 1 CP.

The Size stat cannot be modified from the default for the character race and must be used as-is as calculated by the normal Ward‑hammer formula, as it is a fixed aspect of the characters physical attributes.

Example:
Pierre the Bretonnian bounty hunter is a Human character.
Pierre's player has 30 CPs to spend.
Here is how the player might divide up the CPs (new Ward-hammer stat line):
 	Stat	Average	CPs	Stat+/-	Final	
	M	45	2	+1	46
	S	35	-2	-2	33
	T	35	5	+5	40
	A	1	-	-	1
	W	6	5	+1	7
	Ag	31	2	+2	33
	Dex	31	4	+2	33
	Per	31	-	-	31
	I	31	7	+7	38
	Ld	31	-	-	31
	Int	31	6	+6	37
	Cl	31	2	+2	33
	WP	31	-3	-3	28
	Fel	31	2	+2	33

2.4  Free Experience Points

Rather than the free advance, GMs may want to consider giving characters a set number of free EPs to spend as they wish.

GMs may decide as they wish what this number should be.  It may be 100 EPs, (for example, allowing players to buy one of the percentile skills in their basic career that they did not automatically get), or a higher number such as 150, 200 or 250 EPs.  Depending on the amount of free experience allowed, characters can be customised in skill and ability to a varying degree by the player.

In my game, the amount is 200 EPs, allowing a reasonable amount of character customisation by the player.  It works well with the modified skill system I use.

3  Character Races

3.1  Original Races

The standard PC races, or their concepts at least, are sound as far as they go, but some of the stats need a little 'tweaking'.  Eg. the Elven Initiative is too #@!! high and why did they give Dwarves a BS of 2D10+10 (so what if they can't shoot a longbow, they're not so bad with crossbows)?  This section does the necessary tweaking.  In the following revised stats tables, underlined rolls indicate where I've changed the roll from the original, and the superscript next to the roll indicates whether the constant added has been increased or decreased (+ or - ) and if the die rolled has been increased or decreased (!+ or !- ).  If the stat has drastically changed in nature it is given a # (superscripted hash) symbol (for example a change from 0‑10 scale to 0‑100 scale).  If the stat is new and not in the standard rules it is given the N symbol.  If the stat is being deprecated, it is given the D symbol.

		 Human 	 Wood Elf 	 Dwarf 	 Halfling 
	 Ref. 	-	&Elv	&Psy,&DwC	&Psy,&HlC
	 M 	2D10+34#	2D10+34#	2D10+30#	2D10+30#
	 WS 	2D10+20	2D10+20-	2D10+30	2D10+10
	 BS 	2D10+20	2D10+20	2D10+20+	2D10+20
	 S 	2D10+24#	2D10+24#	2D10+24#	2D10+14#
	 T 	2D10+24#	2D10+24#	2D10+34#	2D10+14#
	 A 	1	1	1	1
	 W 	D3+4	D3+3	D3+5	D3+3
	 Ag 	2D10+20N	2D10+30N	2D10+10N	2D10+30N
	 Dex 	2D10+20	2D10+20-	2D10+30+	2D10+30
	 Per 	2D10+20N	2D10+30N	2D10+20N	2D10+30N
	 I 	2D10+20	2D10+30-	2D10+20+	2D10+40
	 Ld 	2D10+20	2D10+30	2D10+30-	2D10+10
	 Int 	2D10+20	2D10+30-	2D10+20	2D10+20
	 Cl 	2D10+20	2D10+30-	2D10+30-	2D10+20+
	 WP 	2D10+20	2D10+30	2D10+40	2D10+30
	 Fel 	2D10+20	2D10+20-	2D10+10	2D10+30
	 Size 	0	0	0	0 or -1

 Other info as in rulebook (except Wood Elves who must have an Initiative of at least 55 to have a career as a rogue and Dwarves who are also subject to Animosity towards Elves (&Err)), which is mirrored by the Elves in a minor way.

This gives the races the following racial Traits (see Supplemental 3) :
Humans: None special.
Wood Elves: Night Vision (6), Animosity (1) toward Dwarves.
Dwarves: Night Vision (6), Animosity (3) toward Goblins and their kin, Animosity (1) toward Elves.
Halflings: None special.

NB. Players are not required to and do not spend or receive any Trait Points (see Supplemental 3) for any racial traits listed in this document.  They are simply "part of the package" the player gets with the race, and to do otherwise would be quite unbalancing to the game.

3.2  New PC Races

 On to new PC races.  Gnomes came in with Warhammer Companion (actually, they first appeared in an old WD, but I don't know which one), and other PC races are coming on the scene as well.  I've divided the new races into Elves and non-Elves.

3.2.1  Elven Races (&Elv)

 Of the new races, the Elves form a sizeable subset on their own!  For the sake of comparison, the Wood Elven stats have been repeated in this table.  The Half Elf stats are based on a cross between a Human and an Elf of average kindred.  Where the descriptions below refer to 'human tongue', this will be Old Worlder for Old World adventurers.  Let 'dem stats roll...

		 Wood Elf 	 Dark Elf 	 High Elf 	 Sea Elf 	 Half Elf 
	 Ref. 	-	&DkE	-	&SeE	&HfE
	 M 	2D10+34#	2D10+34#	2D10+34#	2D10+34#	2D10+34#
	 WS 	2D10+20-	2D10+30	2D10+20	2D10+30	2D10+20-
	 BS 	2D10+20	2D10+20	2D10+20	2D10+20	2D10+20
	 S 	2D10+24#	2D10+24#	2D10+24#	2D10+24#	2D10+24#
	 T 	2D10+24#	2D10+24#	2D10+24#	2D10+24#	2D10+24#
	 A 	1	1	1	1	1
	 W 	D3+3	D3+3	D3+3	D3+4+	D4+3
	 Ag 	2D10+30N	2D10+30N	2D10+30N	2D10+30N	2D10+25N
	 Dex 	2D10+20-	2D10+20-	2D10+20	2D10+30-	2D10+25
	 Per 	2D10+30N	2D10+30N	2D10+30N	2D10+30N	2D10+25N
	 I 	2D10+30-	2D10+30-	2D10+30	2D10+30-	2D10+25-
	 Ld 	2D10+30	2D10+30	2D10+40	2D10+30	2D10+25
	 Int 	2D10+30-	2D10+30-	2D10+30	2D10+30-	2D10+25
	 Cl 	2D10+30-	2D10+40-	2D10+20	2D10+30	2D10+25
	 WP 	2D10+30	2D10+30	2D10+30	2D10+30	2D10+25
	 Fel 	2D10+20-	2D10+10	2D10+20	2D10+30	2D10+25
	 Size 	0	0	0	0	0

 Note that under the new stats, Wood Elves and High Elves must have an Initiative of at least 55 to have an initial career of a rogue, Sea Elves an I of at least 50 and Half Elves at least 40.

3.2.1.1  Dark Elves (&DkE)

	Speak:	Human tongue, Elthárin, the Dark Tongue.
	Night vision:	30 yards.
	Alignment:	Evil-Chaotic.
	Height:	Male - 5' 6" + D10".
		Female - 5' 4" +D10".
	Psychology:	Subject to Animosity to all other races, and Hatred towards other Elven kindreds.
	Age:	10D12 / 10D20.
	Fate points:	D3-1, minimum 0.
	Traits:	Night vision (6).
		Animosity (6) to other Elven kindreds
		Animosity (4) to all other races
	Skills:	Intimidation, one of Torture, Bribe or Strike to Injure.

3.2.1.2  High Elves

	Speak:	Tar-Elthárin, 50% chance of human tongue.
	Night vision:	20 yards.
	Alignment:	Neutral-Good.
	Height:	Male - 5' 6" + D10".
		Female - 5' 4" +D10".
	Age:	10D12 / 10D20.
	Fate points:	D3-1, minimum 1.
	Traits:	Night vision (4),
		Animosity (1) toward Dwarves.
	Skills:	Etiquette.  Rest random.

3.2.1.3  Sea Elves (&SeE)

	Speak:	Tar-Elthárin, 50% chance of human tongue
	Night vision:	20 yards
	Alignment:	Neutral-Good
	Height:	Male - 5' 6" + D10"
		Female - 5' 4" +D10"
	Age:	10D12 / 10D20
	Fate points:	D3-1, minimum 1.
	Traits:	Night vision (4),
		Animosity (1) toward Dwarves.
	Skills:	Orientation, Sailing, one of Fish, Row or Boat building.

3.2.1.4  Half Elves (&HfE)

	Speak:	Human tongue, 50% chance of Fan-Elthárin
	Night vision:	15 yards (Dark or Wood Elven) or 10 yards (High or Sea Elven).
	Alignment:	Neutral-Good.
	Height:	Male - 5' 5" + D10".
		Female - 5' 2" +D10".
	Age:	8D10 / 11D12.
	Fate points:	D3.
	Traits:	All - Night vision (level 3 or 2, respectively, as degree of Night Vision above).
		Wood Elves - Excellent vision (4).
	Skills:	Wood Elves - One of Dance, Musicianship or Sing.
		Dark Elves - Intimidation, one of Torture, Bribe or Strike to Injure.
		Sea Elves - Orientation, Sailing, one of Fish, Row or Boat building.
		High Elves - Etiquette.  Rest random.

	Age	Skills
	16-30	-
	31-60	+1
	61-90	+2
	91-100	+3
	101-110	+2
	111-120	+1
	121-130	-
	131-150	-1

3.2.2  Non-Elven Races

 Here, then, are the non-Elven races...

		 Gnome 	 Half Orc 
	 Ref. 	&Gno,&GnC	-
	 M 	2D10+30#	2D10+34#
	 WS 	2D10+20-	2D10+20
	 BS 	2D10+20+	2D10+10
	 A 	1	1
	 W 	D3+4	D3+4
	 S 	2D10+24#	2D10+24#
	 T 	2D10+14#	2D10+24#
	 Ag 	2D10+20N	2D10+20N
	 Dex 	2D10+20	2D10+20
	 Per 	2D10+20N	2D10+20N
	 I 	2D10+20	2D10+20
	 Ld 	2D10+30	2D10+20
	 Int 	2D10+20	2D10+20
	 Cl 	2D10+30+	2D10+20
	 WP 	2D10+30	2D10+20
	 Fel 	2D10+20	2D10+10
	 Size 	0	0

3.2.2.1  Gnomes (&Gno) (&GnC)

	Speak:	Ghassally (Gnomish dialect of Khazalid), human tongue.
	Night vision:	30 yards.
	Alignment:	Neutral-Good.
	Height:	Male - 3' 6" + D8".
		Female - 3' 4" + D8".
	Psychology:	Hatred for Goblinoids.
	Age:	8D10 / 8D20
	Fate points:	D3.
	Traits:	Night vision (6).
	Skills:	Smithing, one of Jest, Mining or Stoneworking.

	Age	Skills
	16-30	-
	31-60	+1
	61-90	+2
	91-120	+1
	121-150	-
	151-170	-1
	171-180	-2

 Other details as set out in Apoc. Now! (&Gno).

3.2.2.2  Half Orcs

	Speak:	Local human tongue, 50% chance of Házhakh (Goblinoid).
	Night vision:	5 yards.
	Alignment:	Evil-Neutral.
	Height:	As human.
	Age:	6D6 / 6D10
	Fate points:	D3-1, minimum 1.
	Traits:	Night vision (1).
	Skills:	Random.

 Extra skills chart as human.

4  New Skills

4.1  Sense Magical Alarm (&Err)

 Characters with this skill are able to sense when an object or area is protected by the Petty Magic Spell Magic Alarm. A successful test (on the skill or the Int stat) is necessary to sense the alarm, and the character must be within 2 yards of the protected area to detect the spell. Note that this skill does not permit characters to disarm the Magic Alarm.

5  Advancement (&Skl)

5.1  Innate Skills

 Innate skills are those that can only be gained when a character is generated, when rolled on the appropriate random table or gained automatically (not when bought) in the initial career.  An innate skill can never, in any circumstances (or, at least, only very exceptional ones), be gained any other way, including being bought with EPs.  The innate skills of the standard game are:

•	Acute Hearing
•	Ambidextrous
•	Excellent Vision
•	Fleet Footed
•	Lightning Reflexes
•	Luck
•	Night Vision
•	Very Resilient
•	Very Strong

Personally, I no longer use any of Very Resilient, Very Strong or Lightning Reflexes.
The Fleet Footed skill is renamed in my game (to Running).
Meanwhile the Acute Hearing, Excellent Vision, Luck and Night Vision skills are no longer skills at all in my game, but Traits.

5.2  Stat Advances

GMs who like to use advancement rules close to the standard game may use the following stat advancement costs for stats other than Wounds:
	Advance	EP Cost
	+1/+10	100
	+2/+20	200
	+3/+30	300
	+4/+40	400
The exception case, the Wounds stat, costs 100 EP per cumulative +1 advance.

Personally, I use a modified skill, advancement and task resolution system that is more skills-based than the standard attribute-based WFRP system.  See associated document Ward-hammer Supplemental - Skills for details of this alternate skills system, which also impacts (by the very nature of WFRP skills) on the careers and task resolution systems.  Stat advances under this scheme cost approximately 50 times the Character Point costs discussed earlier under character creation, in Experience Points.  This makes stat advancement on a significant level highly expensive after character creation, at a rate of 100 EPs per percentile point.

5.3  Skill Costs

GMs may wish to use the following optional skill rules:
•	All skills cost 100 EP.
•	Skills that directly affect tests may be bought more than once, although only once in a given career.
•	Each additional buying of a skill gives +10 in the relevant test(s) affected.
•	Skills not readily associated with specific tests and innate skills (see above) may not be bought more than once.

As mentioned above, I do not use this rule, and instead use a different skill, advancement and task resolution system.  This system effectively diversifies the above (which effectively allows skills to increase in proficiency in steps of 10 points) to be more complicated with differing skill defaults and skill difficulties.

5.4  Ward-hammer Skills

Skills in my game are all associated with (a) a ruling stat, (b) a skill level, and (c) a skill difficulty.  Skill levels should range from zero to 50 as a rule, with the following approximate skill level meanings:
	0-5	Novice
	6-20	Amateur
	21-30	Professional
	31-50	Expert
	51+	Master

In task resolution, the player or GM rolls on (ruling stat) + (skill level) + (any other bonuses or penalties the GM sees fit) as a percentile.  In effect, the skill level becomes the bonus that many skills grant to task resolution rolls.

Skills difficulties range from 0 to 20, with 0 being easy, 20 being difficult, and 10 being average.
	0	Trivial
	5	Easy
	10	Average
	15	Challenging
	20	Difficult

The cost of increasing a skill in Experience Points is the difficulty of the skill multiplied by the number of percentile points to raise it by.  So, for example, to increase a difficulty 10 skill from level 10 to level 20, the cost is (20-10)*10 = 100.

This cost is modified by the career the character is currently following.  It's easier to improve your Demon Lore if you have access to a cache of occult books than if you're a lowly farmer.  Within a given career that allows such easier study of a skill, the cost is halved up to the skill potential of the skill in the career, after which the character studies the skill at normal cost.  Think of it as a little like an advance scheme for the skills in a career.

The skill levels of NPCs in published WFRP adventures can generally be taken to be 10, since skill abilities are generally factored into the stats of such NPCs.

5.4  Changing Careers

Listed career exit:	100 EP
Basic career of current class:	150 EP
Basic career of different class:	200 EP

The WFRP rulebook, however, never mentions what classes particular advanced careers fall into, and some could fall into several.  Use common sense.

6  General Rule Fixes

(For combat and magic see later sections.)

6.1  Percentile Tests

6.1.1  Spectacular and Marginal Successes and Failures

WFRP tests compare a percentile dice roll against a percentile chance of success.  Simple success or failure is easy enough to determine.  "Standard" practise on the WFRP internet mailing list for determining if the roll indicates a spectacular success or failure (alternately termed a "special success" or "special failure" in at least one other RPG I know of) appears to be subtracting the dice roll result and target percentile from each other and working out the number of whole "tens" difference, a failure by 30 percentiles or more usually deemed a catastrophic failure, success by 30 percentiles or more a spectacular success.

The problem with this apparently "standard" method is that with the average basic stat or skill level of 30%, the chance of a catastrophic failure (40% chance) is higher than that of any success (30% chance).

I suggest taking a roll within +/- 10% of the target percentile as a marginal success or failure - the character only just passed or failed.  The sword just missed the defenders shield, the character came extremely close to dying from the poison, but pulled through.  The false story missed or added some tiny detail that made the listener suspicious.  Actually, I think most WFRP GMs do something like this anyway, but stating the marginal rule here formalises it.

I also suggest raising the roof/floor for spectacular failure or success from +/- 30 to to +/- 50 relative to the target percentile.  This makes it such that a character has to be become extremely skilled in a given area (50% or more of skill) to even have a chance of acheiving a special success.  In my opinion, this is as it should be.  It also has the effect that for an average roll on 30% skill, the chance of a success is actually higher than that of a catastrophic failure, as it should be.

Regardless, rolls of 01 or 02 should almost always be treated as a spectacular success (call it divine intervention if you want to).  This is unless you only have a 1% or 2% chance of success, where the circumstances are so extreme that the GM should have final call on whether a successful roll counts as a marginal, normal or spectacular success.

In the same way, rolls of 99 or 00 should almost always be treated as a spectacular failure (again, you may decide that perhaps divine intervention is at work).  This applies even if the target percentile is 99% or higher.  This guarantees all tests, no matter how trivial, have a chance (however small) of failure.  Again, however, rolling 99 or 00 where the target percentile is 99% or 100% would be such an extreme circumstance that the GM should have final call on whether such a roll constitutes a marginal, normal or spectacular failure.

Thus, if the target percentile is 30% :
 * Rolls of 01 to 02 are a spectacular success (2% chance).
 * Rolls of 03 to 20 are a normal success (18% chance).
 * Rolls of 21 to 30 are a marginal success (10% chance).
 * Rolls of 31 to 40 are a marginal failure (10% chance).
 * Rolls of 41 to 80 are a normal failure (40% chance).
 * Rolls of 81 to 00 are a spectacular failure (20% chance).

Similarly, if the target percentile is 60% :
 * Rolls of 01 to 10 are a spectacular success (10% chance).
 * Rolls of 11 to 50 are a normal success (40% chance).
 * Rolls of 51 to 60 are a marginal success (10% chance).
 * Rolls of 61 to 70 are a marginal failure (10% chance).
 * Rolls of 71 to 98 are a normal failure (28% chance).
 * Rolls of 99 to 00 are a spectacular failure (2% chance).

Eg.  Tiny Tim is walking a tightrope in the circus.  The GM rules that for every 3 yards he must pass a roll against target percentile 42% to keep his balance.  He passes his first roll with a D100 roll of 23 and the first 3 yards are fine.  The next test he again passes, but with a roll of 38 - within 10% of the target and thus a marginal success.  He wobbles a bit, but recovers to complete 6 yards on the wire.  At 8 yards he rolls again, and gets a 96 on his Dex roll.  Failed by over 50%, this is disastrous for our hero, who totally loses his balance.  In a last ditch attempt to stay on the wire, Tiny Tims' player states the character wildly attempts to grab the wire.  The GM rules this is extremely unlikely to say the least, but doesn't see why the player shouldn't have a go, assigning it a percentage chance of just 2%.  The player rolls against the contrived percentage chance cunningly placed here by the author to demonstrate as many as he can of the modified rules, and rolls 02.  The GM rules that somehow (Sigmar knows how) Tim has grabbed the wire and is hanging onto it by his bare fingertips.  The GM now says he must pass a 5% chance of keeping hold of it.  Tims player rolls a 32, and crashes down to the safety net below.

Optionally, you may wish to consider an alternative method I considered, of rolling a D6 or additional D10 along with the D100 to create a composite dice roll (with the D6 it could be coined a "D600"). The D100 would be a binary indication of success or failure, with the additional D6 or D10 as a "degree of success/failure".  In the case of a D6, 1 or 2 would mean a marginal success/failure, 3 or 4 would mean a normal success/failure, and 5 or 6 would mean a spectacular success/failure.  In the case of a D10, 1 or 2 would mean a marginal success/failure, 3 to 8 would mean a normal success/failure, and 9 or 0 would mean a spectacular success/failure.  One implication of this is that no matter the skill level being tested, the chance of a marginal, normal or spectacular success/failure is the same.  Depending on your viewpoint, this may be either a major downside to the method, or a positive reason for its adoption.  If you want to go this alternative route, go ahead and run with it.

6.1.2  Double Rolls

I also suggest extending the treatment of "double rolls" that is presently done with firearms.  With firearms, rolling a double on a failed roll indicates a misfire has occurred.  In more general terms, a double roll would indicate something special, be it good or bad, has happened.  A double roll indicates either good or bad luck in some form affects the character, usually from something external or from any tool the character is using in the activity (such as the firearm itself in the firearm rules).

A double rolled on a success is unusually good luck.  The character meets someone who proves useful later in the adventure, for example, or that merchant he just did a good deal with knows someone in high (or low) places who can help the character.

A double rolled on a failure is unusually bad luck.  An example is the misfire of a firearm in the case of black powder weapons, also an example of the tool used in the roll (the firearm) often being the cause of the good or bad luck.

6.2  Resisted Rolls

When an action is being actively resisted, such as by another creature (eg. wrestling match, thief testing to see if a sentry spots him sneaking along a corridor, melee combat, etc.), I have devised some special rules to cover this.  Consult the appropriate section below for two different methods I have devised for this.

Note that the different methods give slightly different chances of success to each party.  A character or party in a resisted action has a different chance of success depending on the method used.  Which method is "best" for a given character in terms of probability will depend on the relative skills of the two parties.  This aside, each method below has different characteristics, its own strengths and weaknesses, which may make it less or better suited to a given situation.

In the case of a draw, the GM should decide what to do on this result based on the individual situation - there can be no hard and fast rule for this occurrence.  Examples:
(a)  In a wrestling match, the two wrestlers would be locked with neither gaining or losing ground.  In that case I would rule that both combatants must roll the resisted rolls again.
(b)  In melee combat, nothing much happens - maybe both blades clash, or someone attacks and the other person ducks under the blade, but no-one gains ground or inflicts any significant damage on the other party.  Both parties use up an Attack, representing the time spent exchanging non-resultant blows or simply posturing/manoeuvring.
(c)  Between a thief sneaking somewhere, and a sentry on the lookout for that sort of thing, I would rule that the more "defensive" one wins - the thief in that case.  The sentry doesn't actually know he's supposed to be seeing something, so if the sentry doesn't explicitly spot the thief, the thief gets away with it.  In other words, the thief wins by default.

6.2.1  Method 1 - The "Dual Percentile" Method

This method will potentially handle a contest between any number of parties.

This method produces the result of a draw far more commonly than the "Quick Combined" method following.  This property makes it an especially appropriate method to use in typically tense or drawn out situations like melee combat.

Each party rolls on his/her skill, statistic or derived success threshold (eg. an average of two stats).  The GM may need to roll for NPCs, or for PCs who do not know they are resisting an action.  Each notes the success or failure of the roll.

  *  If both fail, the result is a draw.
  *  If both succeed, the result is a draw.
  *  If one succeeds and the other fails, the one whose roll succeeded "wins".

Where a draw is the result, this may mean a re-roll is in order for both (or all) parties, or it may mean one wins by default over the other.

This method may be referred to (probably by me, but others are free to use the term if they wish) as a "DP Resisted Roll" for short.

6.2.2  Method 2 - The "Quick Combined" Method

This will handle a contest between only two parties, but involves only one percentile dice roll, and so may be quicker to use.

This method will relatively rarely produce the result of a draw, with one side almost always "winning", the other "losing", unlike the "Dual Percentile" method above.  This method is especially appropriate to cases where a simple, quick, answer is wanted, where even if it does produce a draw, one side usually "wins" by default in that context.  A prime example is the case of testing whether a sentry spotted a sneaking thief or not.  In that example, the sentry usually doesn't know he supposed to see anything, so the thief "wins" by default in the case of a draw.

Take the percentile target rolls each party would need to successfully do the action unresisted, if the parties are A and B. Calculate 50 + (chance of A) - (chance of B).  This is the chance that A will succeed against B.  Make a percentile roll against this.  (Or to express it another way, roll for A giving an extra bonus or penalty equal to 50 minus B's skill.)

•	If passed with a degree of success of 5% or more, A succeeds and B fails.
•	If failed with a degree of failure of 5% or more, A fails and B succeeds.
•	If passed or failed with a degree of success/failure of less than 5%, the result is a draw.

Where a draw is the result, this may mean a re-roll is in order, or it may mean one party wins by default over the other.

This method may be referred to (probably by me, but others are free to use the term if they wish) as a "QC Resisted Roll" for short.

6.4  Risk Tests

The risk test is replaced by making an appropriate stat roll (usually on the Instinct skill or Initiative, but occasionally on another skill, stat or combination of stats), using GM discretion to decide the consequences of a failure.

6.5  Terror Tests

Taken at a -10 minimum penalty to the Cool stat or skill.

6.6  Unskilled Actions

Except in the case of Specialist Weapon skills, the WFRP rulebook offers little aid in how to handle unskilled characters attempting actions that require a specific skill or skills.  An arbitrary 'you can't do that' isn't fair, while a balance must be maintained to avoid undervaluing the skills.  My suggestion for GMs using the traditional WFRP skill system is to use half the appropriate stat for all skills necessary for the task which are not possessed by the character (this is utilised also in the combat section, below, for the Dodge Blow skill).

My game uses a wholely different skill resolution system whereby most unskilled actions are usually at least attemptible using a variable skill default that is dependent on the skill itself.  Only in the cases of extremely difficult or specialised actions and skills is no chance of success possible.

6.7  Jumping, Falling and Leaping

6.7.1  Jumping and Falling

These work as indictated in the WFRP rulebook (jumping damage = distance in yds - D6, no damage if negative, treated as double the distance for falling), except for the following changes:

 * In my game, the Acrobatics skill no longer reduces the damage by 2 W's (or adds +2 to the D6, as the rulebook phrases it).  Instead, a successful test on the new Jumping skill reduces the damage by D3 Wounds.

 * The new Jumping skill also allows a Fall to be treated as a Jump if tests on both the Instinct and Jumping skills are passed.

6.7.2  Jumping Upwards

The standard rules for jumping only cover jumping downwards.  They do not cover jumping upwards.

The character can jump highest if s/he takes a run-up of at least 2 yds.  If there is insufficient space for this, characters may jump upwards such that the height of their head is raised by D3+2 feet (or (D3+2)/3 yards, average of 4 feet or just over a yard), with the tip of their arm being able to touch a height higher by a degree equal to the length of their arm (usually about half the characters own height).  If their feet are raised as they jump, they can clear an obstacle up to 1 yd in height.

If the character takes a run-up of at least 2 yds, it counts as a Leap - see the height of the Leap in the section in the following section on Leaping.

6.7.3  Leaping

The distance a character can Leap is now calculated as follows:
	Distance in yds = INT( M / 5 ) - D6
with a minimum of 1 yd, where the character makes a run-up of at least 2 yds.  This is halved where there is insufficient space for a run-up (rounding down, still with a minimum of 1 yd).

The previous method of calculating the distance allowed without a run-up (subtracting an additional D6 from the distance) reduced the distance too much, in my opinion.

Note also that the Acrobatics skill no longer adds an automatic 2 yds to the distance of a Leap in my game.  Instead, if a test on the new Jumping skill is passed, D3 yds is added.

GMs not using the new finer-scaled M stat as I do should substitute ( M * 2 ) for INT( M / 5 ) above.

Remember that when Leaping the character gains height as well as clearing distance.  If the character does not get a run-up, the height gained is as for Jumping Upwards, as detailed in a previous section.  If the character takes a run-up for the Leap, the character gains height such that at the highest point of the Leap (half the Leap distance), the height of their head is raised by 2D3+1 feet (or (2D3+1)/3 yards, average of 5 feet or just under 2 yds), with the tip of their arm being able to touch a height higher by a degree equal to the length of their arm (usually about half the characters own height).  If their feet are raised as they Leap, they can clear an obstacle up to half the distance Leaped in height (with a minimum height of 1 yd).

If a character Leaps where the ceiling is too low to allow for the height gained in the process, the character takes D4 Wounds to the Head, the Leap covers only two-thirds of the distance it otherwise would, and the character counts as Falling in the downward phase of the Leap (from a height equal to half the distance the Leap would have covered).  If the character is jumping a chasm and this happens, it only adds to the height the character falls had the Leap simply not covered enough distance, and may make Leaping over such an obstacle impossible where the ceiling is low (except possibly if the character is a Dwarf, Halfling, or other creature of similarly small stature...).

6.8  Fatigue Points

WFRP contains no mechanism where fatigue is taken into account, other than the effects of ENC on a characters M score if overburdened.  This is understandable, as the fatigue mechanisms used in other games (like RuneQuest) involve constantly marking on and crossing off fatigue points, quickly getting repetitive and detracting from the game.  However, fatigue points handle certain situations better than any other mechanism (eg. running and breathlessness, taxing physical situations, etc.).  For this reason, the following rules (taken and modified from the &Fat source at the end) provide a WFRP fatigue mechanism.

•	The initial Fatigue Points total (FatP) equals 2xT (traditional T) or T divided by 5 (percentile T).
•	When a significant change of action occurs (changing melee opponent, taking a critical hit, etc.), the character takes a WP test.  A failed test indicates the loss of one FatP.
•	Once FatP fall below zero, abilities are affected.  The character takes a cumulative -5% penalty to all tests for every FatP below zero.  A character reaching the negative of his initial FatP (twice T) takes one W for every point he falls below this level and must test on T each round (not forgetting the fatigue modifiers) or fall unconscious with exhaustion, becoming a prone target.

7  Damage

7.1  Distributed Wounds

In the standard WFRP rules, Wounds is a buffer over the whole body.  Hit locations do not have separate Wounds buffers of their own.  This means that loss of Wounds in a leg followed by loss of Wounds in the arm can kill, even if the two injuries are unrelated and not lethal in themselves - eg. breaking your wrist + shattering your shin bone = death.  This is not realistic.

All hit locations now have their own Wounds buffer, each equal to the characters normal Wounds stat (or alternatively, half the Wounds stat, rounding up - for especially sadistic GMs to make combat and damage even more lethal, though even I hesitate to do this and I like it pretty lethal in my game...).

Examples of determining the hit location damage (depending on the source of damage) :-
 * Melee combat - determine hit location as normal, either where aimed or determined by rolling on the hit location table.
 * Missile hits - determine hit location as normal, either where aimed or determined by rolling on the hit location table.
 * Fireballs, Lightning Bolts, etc. - treat as Body damage, unless spell quotes otherwise.  Don't forget the accompanying Fire damage...
 * Jumping - treat as damage to the Legs (typically twisted or sprained ankles from landing).
 * Falling - roll on the hit location chart to randomly determine which hit part of the body takes the brunt of the damage.  The result may be a nasty landing on the Head, a broken Arm (or dislocated shoulder), a broken Leg (or dislocated hip), cracked ribs or broken back (Body), etc.
 * Explosion - where the character is immersed in an explosion, all locations take an amount of damage equal to the indicated damage halved (rounding up).  Don't forget the accompanying Fire damage to all locations also...

Hit locations with 1 or more remaining Wounds may function normally (albeit possibly with some pain, with the game effect of a -5 penalty to all tests the character makes per painful hit location).  As normal, once a hit location falls to zero wounds, the character is in critical hit territory (see the Critical Hits section below).

Recovery of Wounds is independent per hit location.  Given medical attention and bed rest, all locations will recover lost Wounds at the normal rate (as per the WFRP rulebook).

Note that with some types of creature, it does make sense to have the Wounds score represent the whole body of the creature, such as with Elementals and Amoebas, with whom the standard scheme where Wounds represent a buffer on the whole body should be used.  At the GMs discretion, this may also be the case with such creatures as materialised demons and the animated dead.

Note that it also makes creatures with lots of wounds extremely difficult to kill or even severely maim.  Eg. Dragons have 59 Wounds.  This means each location of the Dragon has 30 Wounds each.  Bringing even one of these locations to a Critical Level would be a herculean feat.  Then again, Dragons are supposed to be hard to kill...  An adventurer trying to kill a dragon without a very good plan for causing lots of damage to the Dragon very quickly (magic might possibly do the trick) is likely to end up as dragon-lunch.

7.2  Critical Hits

7.2.1  Critical Hit Generation

A critical hit is generated when the Wounds buffer on a given hit location becomes negative (or when a characters Wounds becomes negative for traditional WFRP, in the normal manner) - ie. the characters W becomes zero (or the damage buffer on the location hit becomes zero) and the character takes a critical hit of level equal to the negative W''s.

Eg. Hans Himmler has a Wounds stat of 7.  Thus means he has 7 Wounds on each hit location.  In a melee attack, he is hit in the body for 9 damage.  This  takes his Wounds on the Body to -2.  Thus he takes a +2 Critical Hit to the Body.  Hans could end up fairly mangled from that one blow alone, if not dead.  But then, what does Hans expect - combat is a deadly game...
   If Hans survives that, and were to then take an additional 7 damage in the Body, that means a +7 Critical from falling below zero Wounds again.  Hans is as good as dead unless he has a Fate Point to spare.

7.2.2  Critical Hit Tables

The critical hit descriptions in the WFRP rulebook, with the colourful if unlikely descriptions - "...by chance, a bone splinter has severed an artery...", etc. - are not to be used.

Instead, do one of the following:

 (a)  Use the critical hit entry lists in the booklet that comes with the GM Screen published for WFRP by Hogshead Publishing (recommended buy - this gives detailed, gory, and mostly appropriate effects for a variety of forms of damage).

 (b)  Use the new Tableless Critical Hit System (TCHS, or "Tachos"), detailed in the following section.  This requires no Critical Hit tables and uses the Critical Hit level to determine the percentage of a given Critical being lethal or crippling, which the GM then improvises the exact details of according to the circumstances.  It may be used instead of the Hogshead Critical Hit tables where they are unavailable.

7.2.3  Tableless Critical Hit System

The TCHS is designed to require no Critical Hit tables and uses the Critical Hit level to determine the percentage of a Critical being lethal or crippling.  It may be used instead of other Critical Hit tables where they are unavailable.

There is a 15% chance per Critical Hit level of sustaining a Lethal Injury.  Lethal Injuries are injuries that are severe enough to kill the target, either immediately or within D6 rounds if urgent medical attention is not received within that time.  See critical hit entries 14 to 16 for example effects, or use your imagination.

If the injury is not this severe, there is a further 25% chance per Critical Hit level of sustaining a Crippling Injury.  Crippling Injuries are injuries that are severe enough to cripple the affected hit location, such that it is not usable without at least intense pain until medical attention is received.  There is a 10% chance of the Crippling Injury being permanent and incurable (severed arm, etc.).  Even if it is curable, it may be several weeks (or months) before the injury is fully healed.  The GM can be creative in determining the exact effects of Crippling Injuries.  See critical hit entries 4 to 13 for example effects of Crippling Injuries, or use your imagination.
Crippling Injuries to the Body generally mean the character is alive but in too much pain to do much of his/her own accord and medical attention is recommended to be found quickly for the character.  The character is Prone and an easy target if the enemy that caused the Crippling Injury is still intent on hurting him/her...
Crippling Injuries to the Head may cause some effects not listed in the critical hit entry descriptions.  These may include conditions like brain damage (with matching insanities), coma, unconsciousness with onset of amnesia on waking, etc.  Crippling Injuries to the Head can sometimes be as bad as Lethal Injuries in practical effect.

Even where a critical hit does not result in a Lethal Injury or Crippling Injury, no critical hit ever passes without some negative effect.  The character might be briefly dazed or stunned (hits to the Head), winded (Body), might skin the knuckles causing anything held in the hand to be dropped (Arm hits), etc.  See critical hit entries 1 to 3 for example effects of non-lethal, non-crippling criticals, or use your imagination.

All of this means the following percentages come out for the standard Critical Hit levels:

	  Critical Level  	  Lethal  	  Crippling  
	+1	15%	25%
	+2	30%	50%
	+3	45%	75%
	+4	60%	100%
	+5	75%	100%
	+6	90%	100%
	+7 and higher	100%	100%

Eg. Hans Himmler has a Wounds stat of 7.  This means he has 7 Wounds on each hit location.  In a melee attack, he is hit in the body for 8 damage and takes a +1 Critical Hit to the Body, which has a 15% chance of being a Lethal Injury (Hans rolls 78, so the injury is not lethal) and 25% chance of being a Crippling Injury (our hero rolls 64, so it is not crippling and Hans takes only a minor wound).  He is then in the Body again for 6 damage.  This is a +6 Critical, with a 90% chance of lethality (barely survived with a roll of 91) and 100% chance of being crippling (automatic - the injury proves to be a Crippling Injury).  Our hero goes down, seriously wounded in the groin.  His assailant doesn't feel like killing anyone at the moment and has business elsewhere, and so leaves Hans lying bruised and battered on the ground.  Had Hans' assailant been intent on killing him, Hans would have been a Prone target and would almost certainly have been killed in the next attack.  (This example does not use the rules above for Criticals being generated from damage over the level of Toughness, above.  This is so as not to pollute the example with this rule that you may not wish to use.)

7.3  Hit Location Table

Hit Locations may be rolled on either D100. D20 or D10.

	Location	D100	D20	D10
	Head	01-15	1-3	1
	Right Arm	16-35	4-7	2-3
	Left Arm	36-55	8-11	4-5
	Body	56-80	12-16	6-8
	Right Leg	81-90	17-18	9
	Left Leg	91-00	19-20	0

7.4  Scale

The S and T scale of WFRP is pretty much geared towards humanoid sized creatures, and can break down at the small and large extremes.  This applies regardless of whether S and T are on a 1-10 scale or percentile scale.  It is to do with the relative S and T values assigned to especially large and small creatures in comparison to approximately human-sized characters.  Basically, the S and T scales are human-centric and break down in "realism" at the extremes of creature size.

To solve this, each WFRP character or creature has a Size value.  This is computed from the largest dimension of the creature (height, length, etc.) as indicated in a previous section.

Once the Size of both combatants is known, let D be the Size difference between combatants.  The larger creature causes +D damage to the smaller, and the smaller causes -D damage to the larger.  These modifiers also apply to missile weapons, which are considered to be delivering a blow from a Size 0 (zero) creature.

7.5  Toughness

It is unclear to me exactly what purpose T serves in combat or damage calculation, what the rationale behind its soaking of damage is.  As T becomes increasingly high, the game can starts suffering from Naked Dwarf Syndrome, whereby a character can have a T granting him near immunity to combat damage and most mortal threats.

To combat this, you may like to either use half T (rounding up) in calculation of Wound damage, whether in combat from other sources of damage, to lessen its effects.  You may even wish to no longer use T at all to reduce damage sustained.

The effect of this is to make combat and other causes of damage instantaneously more deadly.  A single average sword blow can cause a critical hit on an otherwise healthy character and two such critical hits can quickly prove fatal.  All good encouragement for the PCs to invest in some good quality armour.  The increased APs granted by armour as detailed in a section below helps to limit the increased vulnerability of characters clothed in it.  Armour instantly becomes much more precious and valuable, after all it can be the difference between life and death...  With the rules detailed later in this document on damage to armour, it is also a very good idea for characters to take care of their armour and keep it in good maintenance.

In my game:
 * The T stat is no factored into damage at all.  Normal human, Dwarven, Elven or Halfling flesh simply has no facility to resist a cleaving sword stroke or the bludgeoning of a club or flail. This has the effect of making combat more lethal, as above.  Where a creature has natural defences such as thick scales and the like to protect itself, this manifests itself as extra natural armour points (eg. Lizardmen, WFRP rulebook page 222 - 1 AP afforded by natural scales).
 * The body (or each of its constituent Hit Locations) only has a limited damage buffer.  This is the W stat or a number based heavily upon it (see the section earlier in this document on the changes to the damage system).  To me it seems that no matter how experienced you are, the body can only take so much punishment, and this limit of punishment is extremely difficult to increase.  Thus the W stat cannot be increased after character creation except under highly exceptional circumstances.  This only underlines the increased lethality of combat.

As an aside, as mentioned previously in this document, the T stat in my game is now a percentile characteristic.

8  Equipment and Things

8.1  Armour (&MAr)

8.1.1  Non-Natural Armour

 Notes (n) are explained in the text following the table.

	Armour type (1)	Short name	AP	ENC	Price	Avail.
	Leather	leather	1
		Coif <head>	"	"	10	6GCs	Common
		Doublet (jerkin) <body>	"	"	40	12GCs	Common
		Jacket <body, arms>	"	"	50	17GCs	Common
	Mail (2)	mail	3
		Coif <head>	"	"	30	25GCs	Average
		Shirt <body>	"	"	60	80GCs	Average
		Jacket (shirt, sleeved) <body, arms>
			"	"	80	95GCs	Average
		Coat <body/legs>	"	"	80	115GCs	Average
		Coat, sleeved <body, arms, legs>
			"	"	100	130GCs	Average
		Sleeves (bracers), pair <arms>
			"	"	40	20GCs	Rare
		Leggings, pair <legs>	"	"	60	55GCs	Scarce
	Plate	plate	4
		Helm <head>	"	"	40	30GCs	Scarce
		Breastplate <chest>	"	"	75	70GCs	Scarce
		Backplate <back>	"	"	75	50GCs	Scarce
		Vambraces (sleeves), pair <arms>
			"	"	30	60GCs	Scarce
		Cuisse and greaves (leggings), pair <legs>
			"	"	60	70GCs	Scarce
		Gauntlets, pair <hands>	"	"	10	30GCs	Scarce
		Full plate <all>	"	"	290	310GCs	Scarce
	Other armour
		Heavy Cloak <back, plus other areas at GMs discretion>
			n/a	1	20	5 GCs	Average
		Heavy Robes <body, arms, possibly legs at GMs discretion>
			n/a	1	30	20 GCs	Rare
		Pot helmet <head>	n/a	2	30	2GCs	Common
		Rimmed shield, Small (3)	shield	2	35	5GCs	Common
		Rimmed shield, Med. (3)	shield	3	50	10GCs	Common
		Rimmed shield, Large (3)	shield	3	65	20GCs	Common
		Unrimmed shield, Small (3)	shield	1	35	5/-	Plentiful
		Unrimmed shield, Med. (3)	shield	2	50	10/-	Plentiful
		Unrimmed shield, Large (3)	shield	3	65	20/-	Plentiful

 Notes:
 (1)  All types lose 1 AP of effectiveness when worn under any more effective type (so a mail shirt counts for only 2 AP worn under plate armour).  Of course, weight and practicality means that not all items of armour can be worn with all other items.  Use common sense.
 (2)  Mail covers all forms of mail armour, eg. chain mail, ring mail, etc.  Basically anything made up of interlocking bits of metal.
 (3)  Shields count as both weapons and armour.  They count as a number of armour points (indicated above) of passive defence on the whole body, while also being excellent in active defence where parrying with a shield allows more damage than this to be countermanded.  Shields may also be used in attack.  Small shields cover 2 adjacent hit locations, Medium shields cover 3 adjacent hit locations, Large shields cover 4 adjacent hit locations.  See the notes on Shields later in this document.

8.1.2  Natural Armour

 Tough hide now counts as leather.  Tough shell counts as plate mail.  Very tough hide (eg. Dragon) counts as 6 APs.

8.1.3  Armour Damage

Armour is potentially damaged when a melee opponents (or missile attacks') D6 damage roll is rolled as a natural 6.  The armour pieces affected usually turn out to be shields, or the outermost layer of non‑magical armour on the location (though the GM decides which item(s) of armour on the location are potentially damaged).

The GM should work out the percentile chance that the affected armour is damaged.
In melee combat, this chance is equal to...
           (Attackers percentile strength) plus (5% times the damage modifier of the weapon)
...while for missile weapons it is calculated as...
           (20% times the Effective Strength of the missile weapon)
Note that this makes missiles, on the whole, far more likely to damage armour than melee attacks.  This is realistic, arrows and bolts pierced armour (remember the performance of the English Longbow against the French at Agincourt) and shields far more likely than most fighters liked.

If a D100 rolled by the GM produces a result under this percentage (alternatively the GM may decide it is damaged automatically), the affected piece(s) of armour on the relevant hit location are reduced in protection by 1 AP.  Natural armour (scales, tough hide, etc.) is undamaged, but the creature loses that number of W's on the relevant hit location instead.

Damage sustained to the armour is usually repairable - mail, plate armour, metal shields and most helmets by a smith, leather armour by a tailor, and wooden shields by a carpenter.  However if the natural 6 on the opponents (or missile attacks') D6 damage also results in 4 or more points of Additional Damage, the Armour Point lost on any affected armour is lost permanently.  The armour will still protect with any remaining APs it may still have, and may be further damaged in the future (with such damage potentially repaired according to the same rules), but the damage lost now is irrepairable and the character must replace the armour or live with its reduced effectiveness.

Lost Armour Points are deemed to be expended only after final damage to the character has been reckoned for the attack.  The damaged armour is deemed to have still absorbed the damage for the attack it otherwise would have, merely in a way which has temporarily or permanently damaged itself.  This means also that the GM is free to defer the D100 roll to determine if armour damage has occured until after the other paperwork concerning the attack has been resolved.

  Example 1:  Bob Sleigh is attacked by Serge the Ogre.  Serge has a percentile strength of 54.  Bob is wearing a ring mail jacket for 3 APs of protection to the Body.  Serge attacks with a Flail (whose damage modifier is +2) and rolls a natural 6 on the D6 damage roll.  There is a chance of 54 + 10 (from 5% times the +2 damage for the Flail) = 64%, of the ring mail jacket being damaged.  The D100 comes up 17, and the jacket loses 1 AP, reducing its protection to 2 AP.
  Meanwhile, The GM checks if Serge inflicts any Additional Damage.  He does, for an Additional 5 damage!!  Even if Bob survives this fight with the burly Ogre, the damage to his armour jacket is irrepairable.  For this blow at least, it cushions the incoming damage by 3 damage points, but only by 2 APs thereafter.

  Example 2:  Bob survives his encounter with the Ogre (barely), but is later hit by an arrow (whose Effective Strength is 3).  Again, the archer rolls a natural 6 on the D6 damage roll.  There is thus a chance of 60% of the ring mail jacket being further damaged.  The D100 comes up 47, and the jacket loses 1 AP, reducing its protection further to just 1 AP.  The arrow fails to cause any Additional Damage, and the GM and player complete the paperwork, using a value of 2 AP for the protection of the mail jacket.  Since the arrow failed to inflict any Additional Damage, Bob can still repair the damage caused by this arrow if he can get the jacket to a good smith, restoring it to 2 APs.  Even so, it still cannot be repaired to its previous full 3 APs, as the damage to the armour caused by Serge the Ogre previously remains as irrepairable as before.  Though the mail jacket provided an effective 2 points of protection for the purposes of this arrow, it will provide only 1 AP thereafter until it is repaired.

8.2  Weapons

8.2.1  New/Modified Melee Weapon Stats

For one thing, the I and WS columns on the character sheet range to be instead labelled as the more generic Reac (reaction modifier, applicable to the Instinct skill appropriate to the situation) and Skill (the skill level the character has with the weapon).  This is because in my game no stat is ever tested on directly, all tests are on skills.  This means no testing directly on I, hence the renaming of the I column to Reac.  It also means no need for weapon specific "to hit" modifiers over WS - this role is taken over by weapon (or weapon group) specific skills, each with their own associated skill level for the character.

The following new or modified weapon profiles also apply.   Other GMs may consider the Reac column to be applicable to the I stat as normal.  In my game the To Hit column given here is essentially unnecessary, but it is provided here for what use other GMs may get out of it.

	Weapon	Reaction	To Hit 	Damage	Parry	ENC	Price	Availability
	Shortsword	-	-	-1	-10	30	6 GCs	Common
	Garrotte	-	-10	-1	-	 	 As rulebook 	 
	Fist weapon	-	-	+1	-	 	 As rulebook 	 
	Rimmed Shield, Small	-	+20	-	+20		  See Armour above  
	Rimmed Shield, Med.	-	+20	-	+20		  See Armour above  
	Rimmed Shield, Large	-10	+30	+1	+30		  See Armour above  
	Unrimmed Shield, Small	-	+20	-	+20		  See Armour above  
	Unrimmed Shield, Med.	-	+20	-	+20		  See Armour above  
	Unrimmed Shield, Large	-10	+30	-	+30		  See Armour above  

Note that these To Hit modifiers (or the To Hit modifiers of any weapon) do not apply in my game, and are instead incurred into the skill default difficulty of the weapon(s) concerned.

See the notes on Shields later in this document.

8.2.3  New/Modified Missile Weapon Stats

Missile weapon profiles on character sheets also gains a column for the level of the skill associated with the weapon.

9  Melee and Missile Combat (&Cbt)

9.1  Combat Strength

In my game, with its modified stat and skill system, effective combat strength is now equal to the number of whole tens in the value of the percentile rated Strike Mighty Blow skill.  By default this skill equals the percentile S stat.

9.2  Increased Combat Lethality

It is unclear to me exactly what purpose T serves in combat, what the rationale behind its soaking of damage is.  As T becomes increasingly high, the game can starts suffering from Naked Dwarf Syndrome, whereby a character can have a T granting him near immunity to combat damage and most mortal threats.

This holds true not just for combat, but other forms of damage also.  See the previous sections under Damage for the changes in this area, including that affecting the use of T in damage resolution.

9.3  Attacking, Parrying, Dodging and Combat Sequence

The combat sequence remains largely unchanged, in order of effective combat initiative (Instinct or Initiative), except that actions must either be declared at the start of the round before any dice are rolled, or may only be changed later (once actions of a higher character have been actioned) if a roll on Instinct (or Initiative) is passed in order to react in time.

Players (and NPCs, albeit silently through the GM) must declare their combat actions in broad terms at the start of the round before any dice are rolled in order to be sure of having a chance of those actions in the round.  Example declarations might include:

  * Wait and See - Wait and find out what others with lower combat initiative are doing first.  No actions this round unless or until character declares change of actions and passes an Instinct or Initiative test to react once it is clear what others are doing.

  * Flexible - The 'neutral' stance.  Flexible posture and approach, readying weapon to defend, or to attack if no attack is incoming.  No to-hit modifiers.  Character may attack or parry freely as events unfold.  Dodge Blow skill to evade blows by agility is subject to -10 penalty.

  * Defensive - Defensive posture, no intention to attack, merely to parry incoming blows as they come.  Parrying gains a +10 bonus.  Dodge Blow skill to evade blows by agility is subject to -10 penalty.  Character must pass an Instinct or Initiative test to attack this round.

  * Evasive - Evasive posture, with intention to Dodge Blow to avoid injury from incoming blows.  No intention to attack or parry.  Dodge Blow skill to evade blows by agility gains a +10 bonus.  Character must pass an Instinct or Initiative test to attack or parry this round.

  * All Out Attack - Full attack, no intention to defend or dodge.  Attacks gain a +10 bonus.  Character must pass Instinct or Initiative test to parry or dodge this round.

Once the declaration is made, characters must pass a test on Instinct (or Initiative) to change their declaration that round.

9.3.1  Multiple Attacks

As already mentioned, the number of attacks a character gets in my game is based on his immutable Attacks score and the Fast Attack skill.

The standard rules on when attacks occur in a round (character 1 takes all attacks, character 2 takes all attacks, then character 3, ...) are unacceptable, as are the rules set out in Restless Dead and later Apocrypha Now (Effective Initiative an' all that).  Here's what seems to me to be the best solution:  All participants take their first attacks in combat initiative order, then all take their second attacks in the same combat initiative order, and so on until all attacks are resolved.
Note the term "combat initiative", without italics or capitalisation.  In my game, this will be equal to a characters Instinct skill.  In traditional WFRP, it will be simple Initiative.

Once a creature or character has used all of their natural Attacks, they must pass a test on Fast Attack (subject to a cumulative -10 penalty for the second or subsequent such test in a round) in order to keep attacking as above.

Note that if the creature or character wishes to change opponent in the middle of a combat round, they must pass an Instinct (or Initiative) test not to lose an attack in doing so, especially if they have to move to get to the new opponent.

  * If such a character still has Attacks left, they must pass an Instinct (or Initiative) test not to lose an Attack in changing opponent.  If they have to move more than one twentieth of their Speed (half M) in yds to reach the new opponent, the test is made at a -10 penalty.  The test is automatically failed if they have to move more than one tenth of their Speed (full M) in yds to reach the new target.

  * If the character does not still have Attacks left, but has the Fast Attack skill at a non-zero skill level, they must not only pass this same Instinct (or Initiative) test, but also a normal Fast Attack test (with the same cumulative penalties) to keep their motion fast and fluid enough to be able to change opponent.  The same penalty and automatic failure rules apply to the Instinct test as above.

9.3.2  Parrying

If you use the traditional WFRP combat model, I suggest successful parries reduce the damage of an incoming blow not by D6, but by the amount of damage the weapon doing the parrying would usually inflict in a normal attack.

This means (for example) :-
 * A sword parries effective combat strength + D6.
 * A knife parries effective combat strength + D6 - 2.
 * A shield parries effective combat strength + D6  (see section on Shields later).
 * A broadsword parries effective combat strength + D6 + 1.
 * A character attempting to parry unarmed (as may be possible with Martial Arts), parries effective combat strength + D6 - 3 (note that parrying a weapon unarmed risks Wounds to the arms and hands, at the GMs discretion).

Weapons may be damaged when used to parry, at the GMs discretion.  This is more likely with smaller/lighter weapons (like the knife or rapier) than larger/heavier weapons (like the broadsword).  It is least likely with specialist parrying weapons like the Buckler, that are designed for the purpose.

As normal, a parry attempt (whether successful or not) uses up one of the characters Attacks in that combat round.

9.3.3  Dodging

A dodge uses one attack.  Subsequent dodges may be made in a round after the first one, each at a cumulatively growing penalty.  A cumulative penalty of -15 is suggested.

Skilled PCs can do such dodges on their full Initiative as normal, subject to the cululative penalty on subsequent dodges.  An optional rule of thumb for unskilled PCs is to allow them to dodge on half Initiative, rounding down.

In my game the default for unskilled PCs is slightly more complicated, partly based also on newly introduced stat Agility.  Interested parties should see my document detailing the modified skill system.

A dodge attempt (whether successful or not) uses up one of the characters Attacks in that combat round.

9.4  Shields

Shields count as both weapons and armour.  They count as passive defence (a limited number of Armour Points) on the whole body, while also being excellent in active defence for parrying.  They help to deflect incoming blows (passive defence) and also reduce lethal force into stunning (knockback) damage (active defence, represented by a parry of the incoming damage).  As shields are usually strapped to the arm and any damage not parried tends to be carried through as knockback force through the shield, apply any damage from the blow after the parry to the shield arm, and as though applied by a blunt hand weapon.

Shields are classified as Small, Medium and Large.  Small shields cover 2 adjacent hit locations, Medium shields cover 3 adjacent hit locations, and Large shields cover 4 adjacent hit locations.  The player must declare which adjacent hit locations s/he wishes to protect.  This will always include the Arm the shield is strapped to, and may also include the Body, the other Arm (if not fighting), the Legs (if crouching behind the shield), or perhaps the Head (though this will restrict vision).  The GM has veto on which adjacent hit locations may be protected - use common sense (eg. you cannot protect both the Head and Legs unless crouching behind the shield).  Incoming damage to the declared locations gain protection from the shields APs, other locations get no protection from the shield.

Shields may not parry missile weapons (unless the GM judges them exceptionally large, heavy or slow moving - arrows, crossbow bolts, slingshots and hits from black powder weapons definitely cannot be parried).

Shields may be used as an offensive weapon by charging (or pushing forwards) at the enemy with the shield up (a shield bash).  Attacking with another weapon while using a shield invokes a -10 (Small shield), -20 (Medium shield) or -30 (Large shield) skill penalty to the other weapon for attacking round the shield.

Unrimmed shields are less sturdy than Rimmed ones, more likely to break or buckle on impact in a shield bash (or when parrying a heavy blow), and usually less protection in passive defence due to the generally lower level of workmanship in making them.  However, an advantage of Unrimmed shields is that if the weapon meets the Unrimmed shield on the shield edge, the weapon can become stuck, giving the shield user free blows at the enemy for a round while the enemy pulls their weapon free.  This will occur only if a double is rolled on the parrying roll (and if the shield is Unrimmed).

Unrimmed shields are easy and cheap to make, while a metal rim (to make the shield 'Rimmed') is more difficult to apply.  A simple Unrimmed wooden shield with a basic metal or wooden stock handle is quick and cheap to make.  The Rimming process adds considerable time and expense to the procedure and requires a well stocked forge.  Shields wholely made of metal (requiring special casting and thus requiring time and skill to forge) are very rare but always count as Rimmed.  Most shields by far are wooden, and only wooden shields may be Unrimmed.

Weapon and armour stats for shields (parrying modifiers, armour points, etc.) have already been presented previously in this document.

9.5  Unarmed Combat

9.5.1  Street Fighting

To the traditional WFRP skill system, unarmed combat is now at -10 to hit penalty, -3 damage (after all, a punch or kick isn't as dangerous as a knife).  Fist weapons no longer need the SW - Fist Weapons skill (which disappears), and cause +1 damage.  The Street Fighting skill gives +10 to hit bonus, not replacing but cumulative to the normal unarmed combat penalties.

Note that garrottes, bizarrely included in the SW - Fist Weapons skill according to the WFRP rulebook, are now subject instead to their own Specialist Weapon specialisation.  See the section on garrottes later in this document.

In my game, the Street Fighting skill becomes the skill directly tested for traditional unarmed brawling, subject to the same -3 damage penalty (the to hit penalty is subsumed into the Street Fighting unskilled default).

9.5.2  Wrestling

Use of the Wrestling skill is also unarmed combat, subject to a -10 to hit penalty and -2 damage.  The Wrestling skill gives +10 skill, not replacing but cumulative to the aforementioned unarmed combat penalties.

In my game, the Wrestling skill becomes directly tested.  It is still subject to -2 damage (the unskilled test penalty is subsumed into the unskilled default skill level).

9.5.3  Martial Arts

Far Eastern techniques for unarmed combat (as well as developing forms of advanced unarmed combat techniques by some worshippers of Myrmidia) are represented by new skill Martial Arts.  Like Wrestling, this is subject to a -2 damage penalty.

9.6  Garrotting

New skill SW - Garrotte, covering strangling weapons.  Strangling weapons cause ‑1 damage (and for purposes of other GMs out there, have -10 to-hit penalty) .  On a successful hit, the target may struggle for T rounds (with "traditonal" T) or T / 10  rounds (percentile T).  Test as for wrestling whether attacker maintains grip.  Thereafter, asphyxiation causes D6 damage (subject to above damage modifier) until the target is dead.

9.7  Dual Weapon Combat

New SW - Dual weapon.  Skilled PCs may use a second weapon (which can be no longer than a short sword) in their second hand.  Normal WS is used for each hand, subject to a -10 penalty for each.  The 'wrong-hand' weapon suffers an additional -10 penalty (nullified by Ambidextrous).  The number of weapon attacks available in a single round is not increased.  The advantage gained in dual weapon use is usually in greater choice and diversity of attack mode and the possibility of acting first with a weapon with a greater bonus to combat initiative.

In my game, the skill is the Dual Weapon skill, not SW - Dual weapon.

9.8  Follow Up

"Tradional" WFRP : A PC may, if wished, back away from a melee by half his M (space allowing).  If the opponent does not follow up in the following round, the PC can flee from combat, avoiding the free blow at his back on a successful dodge.

My game : As above, substituting (M / 20) for half M.  Note that this is due to the M stat in my game being effectively 10 times finer in granularity.

9.9  Take-up Actions

It is in combat that the effect of take-up actions such as the delay in drawing a weapon while being charged by a troll is best seen.  Instant take-up is unrealistic, but then arbitrarily saying all take-ups take one round doesn't seem right either.  My solution is this:  Characters must pass a roll on the Fast Draw skill (or on simple average Initiative in normal WFRP terms) to draw their weapon in the same round they attack/shoot in, failure means they cannot attack/shoot until the next round.  See also Surprise, below.

9.10  Surprise

Would you stand around for ten seconds while being beaten to a pulp by a troll who had just jumped out of a tree at you (OK, bad example...) ?  Nor would I.  So here's my reworking of the surprise rules:  surprised characters must pass an Instinct test (Initiative test in standard WFRP) to do anything other than parry or dodge in a round they are surprised in (if a group is too large to do this conveniently for each individual character, use the highest Instinct or Initiative of the group, just make sure you use the same method for all parties involved).  You should take into account factors such as Acute hearing, Luck, the Concealment and Silent move skills, etc. which may give some advantage or disadvantage to one or other side.

Characters failing the Surprise roll may not perform both a take-up and another action in the round they are surprised and the Take-up roll is automatically failed in such circumstances.

9.11  Missile Weapons

9.11.1  Point-blank Range

For missile weapons with a short range of greater than 5 yds, point-blank range is now available, defined as being within 3 yds of the target.  Point-blank range gives +10 on the missile to-hit roll and +1 damage.

9.11.2  Additional Damage

The WFRP rulebook is not clear on additional damage as applied to missile combat.  It dismisses this subject with the single sentence "Additional damage is caused in the same way as in hand-to-hand combat", implying that a further test on BS (or the missile weapon skill) be made to determine whether additional damage occurs or not.  To clear up any confusion, this is the way I'll treat additional damage by missiles.

10  Magic (&RSU) (&RDM)

Magic now works as in related document Ward-hammer Supplemental 2 - Magic.

11  Bestiary

11.1  Centaurs (&Cnt)

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	7	34	33	5	4	8	30	1	30	30	30	20	30	30

New Stat format:
	M	WS	BS	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	75	34	33	55	45	1	8	42	30	30	30	30	30	20	30	30	0

11.2  Dwarves (&Psy) (&DwC)

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	3	44	33	3	4	7	30	1	40	40	30	40	50	20

New Stat format:
	M	WS	T	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	37	44	33	35	45	1	7	20	40	30	30	40	30	40	50	20	0

11.3  Elves - Dark (&Elv) (&DkE)

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	4	44	33	3	3	6	40	1	30	40	40	50	40	20

New Stat format:
	M	WS	BS	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	45	44	33	35	35	1	6	40	30	40	40	40	40	50	40	20	0

11.4  Elves - High (&Elv)

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	4	34	33	3	3	6	40	1	30	50	40	30	40	30

New Stat format:
	M	WS	BS	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	45	34	33	35	35	1	6	40	30	40	40	50	40	30	40	30	0

11.5  Elves - Sea (&Elv) (&SeE)

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	4	44	33	3	3	7	40	1	40	40	40	40	40	40

New Stat format:
	M	WS	BS	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	45	44	33	35	35	1	7	40	40	40	40	40	40	40	40	40	0

11.6  Elves - Half (&Elv) (&HfE)

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	4	34	33	3	3	6	35	1	35	35	35	35	35	35

New Stat format:
	M	S	T	A	W	Ag	Dex	I	Ld	Int	Cl	WP	Fel	SZ
	45	35	35	1	6	40	35	35	35	35	35	35	35	0

11.7  Elves - Wood (&Elv)

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	4	34	33	3	3	6	40	1	30	40	40	40	40	30

New Stat format:
	M	WS	BS	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	45	34	33	35	35	1	6	40	30	40	40	40	40	40	40	30	0

11.8  Gnomes (&Gno) (&GnC)

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	4	34	33	3	2	7	30	1	30	40	30	30	40	30

New Stat format:
	M	WS	BS	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	45	34	33	35	25	1	7	30	30	30	30	40	30	30	40	30	0

11.9  Halflings (&Psy) (&HlC)

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	4	34	33	2	3	6	50	1	40	30	30	30	40	40

New Stat format:
	M	WS	BS	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	45	34	33	25	35	1	6	40	40	40	50	30	30	30	40	40	0

11.10  Hawks (&BFr)

 Much like the hawks of our own world.  In terms of the Warhammer world, a smaller form of eagle.

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	1	40	0	1	1	3	50	1	30	16	16	16	16	0

New Stat format:
	M	WS	BS	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	15	40	n/a	15	15	1	3	40	30	40	50	16	16	16	16	n/a	0

11.11  Humans

Old Stat format:
	M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel
	4	34	33	3	3	6	30	1	30	30	30	30	30	30

New Stat format:
	M	WS	BS	S	T	A	W	Ag	Dex	Per	I	Ld	Int	Cl	WP	Fel	Sz
	45	34	33	35	35	1	6	30	30	30	30	30	30	30	30	30	0

12  Other Sources

Elven Beastfriend, Apocrypha Now, page 65	(&BFr) 
Combat Rules, Apocrypha Now, page 31	(&Cbt) 
Gnome PCs, Apocrypha Now, page 60	(&Gno) 
Magical Armour, Apocrypha Now, page 48	(&MAr) 
Non-Human Psychology, Apocrypha Now, page 54	(&Psy) 
Skills and careers, Apocrypha Now, page 10	(&Skl) 

Realms of Sorcery (unofficial), WFRP Archives, Ken Rolsten	(&RSU) 
Realms of Divine Magick, WFRP Archives, Ken Rolsten	(&RDM) 

Centaurs, WFRP Archives, Eric Oppen	(&Cnt) 
Dark Elves, WFRP Archives, Garett Lepper	(&DkE) 
Dwarven culture, WFRP Archives, Psychodelic Goblin	(&DwC) 
Fatigue rules, WFRP Archives, Noel Welsh	(&Fat) 
Gnomic culture, WFRP Archives, Garett Lepper	(&GnC) 
Half Elves, WFRP Archives, James Del Pendley	(&HfE) 
Halfling culture, WFRP Archives, Psychodelic Goblin	(&HlC) 
Hints on roleplaying Elves, WFRP Archives, Clay Luther	(&Elv) 
Ogres, WFRP Archives, Garett Lepper	(&Ogr) 
Sea Elves, WFRP Archives, Colin Taber	(&SeE) 
WFRP magic grimoire, WFRP Archives, David Peterson	(&Gri) 
WFRP rulebook errata, WFRP Archives	(&Err)